uniform float timeStep;

varying vec3 normal;

void main()
{
    vec4 v = vec4(gl_Vertex);
    v.x =v.x * (sin(timeStep * 6.28)*cos(timeStep * 6.28)+1.0);
    gl_Position = gl_ModelViewProjectionMatrix * v;
    normal = gl_NormalMatrix * gl_Normal;
} 
